// Copyright (c) 2010, Anthony Cassidy
// All rights reserved.
// 
// Redistribution and use in source and binary forms, with or without modification, are 
// permitted provided that the following conditions are met:
// 
//     * Redistributions of source code must retain the above copyright notice, this list 
//         of conditions and the following disclaimer.
//     * Redistributions in binary form must reproduce the above copyright notice, this 
//         list of conditions and the following disclaimer in the documentation and/or 
//         other materials provided with the distribution.
//     * Neither the name of the AntsAdventureGameCreator nor the names of its contributors 
//         may be used to endorse or promote products derived from this software without 
//         specific prior written permission.
// 
// 
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY 
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES 
// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT 
// SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF 
// THE POSSIBILITY OF SUCH DAMAGE.
#include "XStdafx.h"
#include "XFrameAnimationKeyword.h"


XFrameAnimationKeyword::XFrameAnimationKeyword(QString owner) 
:m_owner(owner)
{
    m_frame = 0;
    m_animationKeyword = "normal";
}

void XFrameAnimationKeyword::SetFrame(int frame)
{
    //Log::Animation(QString("(%1) Frame of %2 changed to %3").arg(m_owner).arg(m_animationKeyword).arg(m_frame).toAscii());

    m_frame = frame;
}

int XFrameAnimationKeyword::Frame() const
{
    return m_frame;
}

void XFrameAnimationKeyword::SetAnimName(QString animationKeyword)
{
    Log::Animation(QString("(%1) Animation name changed to %2").arg(m_owner).arg(m_animationKeyword).toAscii());
    m_animationKeyword = animationKeyword;
}

QString XFrameAnimationKeyword::AnimName() const
{
    return m_animationKeyword;
}

